﻿namespace TorchesTombs
{
    partial class DungeonSpriteSurface
    {
        /// <summary>
        /// Required designer variable.
        /// </summary>
        private System.ComponentModel.IContainer components = null;

        /// <summary> 
        /// Clean up any resources being used.
        /// </summary>
        /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
        protected override void Dispose(bool disposing)
        {
            if (disposing && (components != null))
            {
                components.Dispose();
            }
            base.Dispose(disposing);
        }

        #region Component Designer generated code

        /// <summary>
        /// Required method for Designer support - do not modify
        /// the contents of this method with the code editor.
        /// </summary>
        private void InitializeComponent()
        {
            this.components = new System.ComponentModel.Container();
            this.tiles = new SCG.TurboSprite.GamePieceBitmapFactory(this.components);
            this.walls = new SCG.TurboSprite.GamePieceBitmapFactory(this.components);
            this.engineMapObjects = new SCG.TurboSprite.SpriteEngineDestination(this.components);
            this.engineActors = new SCG.TurboSprite.SpriteEngineDestination(this.components);
            this.engineThrown = new SCG.TurboSprite.SpriteEngineDestination(this.components);
            this.SuspendLayout();
            // 
            // tiles
            // 
            this.tiles.CellsX = 0;
            this.tiles.CellsY = 0;
            this.tiles.MasterBitmap = null;
            this.tiles.TransparentColor = System.Drawing.Color.Fuchsia;
            // 
            // walls
            // 
            this.walls.CellsX = 0;
            this.walls.CellsY = 0;
            this.walls.MasterBitmap = null;
            this.walls.TransparentColor = System.Drawing.Color.Fuchsia;
            // 
            // engineMapObjects
            // 
            this.engineMapObjects.DetectCollisionSelf = false;
            this.engineMapObjects.DetectCollisionTag = 0;
            this.engineMapObjects.DisableSpriteClick = false;
            this.engineMapObjects.Priority = 2;
            this.engineMapObjects.Surface = this;
            // 
            // engineActors
            // 
            this.engineActors.DetectCollisionSelf = false;
            this.engineActors.DetectCollisionTag = 0;
            this.engineActors.DisableSpriteClick = false;
            this.engineActors.Priority = 1;
            this.engineActors.Surface = this;
            this.engineActors.SpriteReachedDestination += new System.EventHandler<SCG.TurboSprite.SpriteEventArgs>(this.engineActors_SpriteReachedDestination);
            // 
            // engineThrown
            // 
            this.engineThrown.DetectCollisionSelf = false;
            this.engineThrown.DetectCollisionTag = 0;
            this.engineThrown.DisableSpriteClick = true;
            this.engineThrown.Priority = 0;
            this.engineThrown.Surface = this;
            this.engineThrown.SpriteReachedDestination += new System.EventHandler<SCG.TurboSprite.SpriteEventArgs>(this.engineThrown_SpriteReachedDestination);
            this.ResumeLayout(false);

        }

        #endregion

        private SCG.TurboSprite.GamePieceBitmapFactory tiles;
        private SCG.TurboSprite.GamePieceBitmapFactory walls;
        private SCG.TurboSprite.SpriteEngineDestination engineMapObjects;
        private SCG.TurboSprite.SpriteEngineDestination engineActors;
        private SCG.TurboSprite.SpriteEngineDestination engineThrown;
    }
}
